Adult Blue Dragon Huge dragon, lawful evil 16 15 xp

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Immunities: lightning

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages: Common, Draconic

Challenge: 16 (15 xp)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.,,

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.Detect.The dragon makes a Wisdom (Perception) check.Tail Attack. The dragon makes a tail attack.Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult White Dragon Hufe Dragon, chaotic evil 13 10 xp

Armor class
18 (natural armor)

Hit points
200 (16d12+96)

Speed
40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR 22 (+6)

DEX 10 (0)

CON 22 (+6)

INT 8 (-1)

WIS 12 (+1)

CHA 12 (+1)

Save Throws: Dex +5, Con +11, Wis +6, Cha +6

Skills: Perception +11, Stealth +5

Damage Immunities: cold

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages: Common, Draconic

Challenge: 13 (10 xp)

Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:13 (2d6 + 6) slashing damage.Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:15 (2d8 + 6) bludgeoning damage.Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.

Damage Immunities: poison

Senses: darkvision 60 ft., passive Perception 10

Languages: Auran

Challenge: 5 (1 xp)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.Slam. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.Whirlwind (Recharge 4-6).Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Ambush Drake Medium Dragon, unaligned 1/2 100 xp

Armor class
13 (natural armor)

Hit points
22 (4d6+8)

Speed
30 ft.

STR 13 (+1)

DEX 15 (+2)

CON 14 (+2)

INT 4 (-3)

WIS 11 (0)

CHA 6 (-2)

Skills: Perception +4, Stealth +4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: understands Draconic but can't speak

Challenge: 1/2 (100 xp)

Pack Tactics.The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.Surprise Attack.If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.,

Damage Immunities: poison, psychic

Senses: blindsight 60ft. (blind beyond this radius), PP 6

Languages:

Challenge: 1 (200 xp)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.,,

Aquatic Troll Large Giant, chaotic evil 5 1,800 xp

Skills: Perception +1

Senses: darkvision 60ft., passive Perception 11

Languages: Giant

Challenge: 5 (1,800 xp)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn'tfunction at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Amphibious. Can breath water or air.,,

Actions

Multiattack. The troll makes three attacks: one with its biteand two with its claws.

Assassin Medium humanoid (any race), any non-good alignment 8 3 xp

Save Throws: Dex +7, Int +5

Skills: Acrobatics +7, Deception +4, Perception +4, Stealth +11

Damage Resistances: poison

Senses: passive Perception 14

Languages: Thieves' cant plus any two languages

Challenge: 8 (3 xp)

Assassinate.During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.Evasion.If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Sneak Attack (1/Turn).The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.,,

Actions

Multiattack. The assassin makes two shortsword attacks.Shortsword. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.Light Crossbow. Ranged Weapon Attack:+7 to hit, range 80/320 ft., one target. Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Awakened Tree Huge plant, unaligned 2 450 xp

Armor class
13 (natural armor)

Hit points
59 (7d12+14)

Speed
20 ft.

STR 19 (+4)

DEX 6 (-2)

CON 15 (+2)

INT 10 (0)

WIS 10 (0)

CHA 7 (-2)

Damage Resistances: bludgeoning, piercing

Senses: PP 10

Languages: one language known by its creator

Challenge: 2 (450 xp)

Damage vulnerabilities: fire

False Appearance. While the tree remains motionless, it isindistinguishable from a normal tree.,,

Azbara Jos Medium Humanoid, lawful evil 4 1 xp

Save Throws: Int +5, Wis +3

Skills: Arcana +5, Deception +2, Insight +3, Stealth +5

Senses: passive Perception 11

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 4 (1 xp)

Special Equipment.Azbara has two scrolls of mage armor.Potent Cantrips.When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.Sculpt Spells.When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.Spellcasting.Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:Cantrips (at will): mage hand, restidigitation, ray of frost,shocking grasp1st level (4 slots): fog cloud, magic missile, shield, thunderwave2nd level (3 slots): invisibility, misty step, scorching ray3rd level (3 slots): counterspell, dispel magic, fireball,,

Actions

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bullywug Medium humanoid (bullywug), neutral evil 1/4 50 xp

Armor class
15 (hide armor, shield)

Hit points
11 (2d8+2)

Speed
20ft., swim 40ft.

STR 12 (+1)

DEX 12 (+1)

CON 13 (+1)

INT 7 (-2)

WIS 10 (0)

CHA 7 (-2)

Skills: Stealth +3

Senses: passive Perception 10

Languages: Bullywug

Challenge: 1/4 (50 xp)

Amphibious.The bullywug can breathe air and water.Speak with Frogs and Toads.The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.,

Actions

Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.Bite. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:3 (1d4 + 1) bludgeoning damage.Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Or range 20/60 ft., one target.Hit:4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Captain Othelstan Medium Humanoid, lawful evil 5 1 xp

Armor class
19 (splint, shield)

Hit points
93 (11d10+33)

Speed
30 ft.

STR 19 (+4)

DEX 10 (0)

CON 16 (+3)

INT 13 (+1)

WIS 14 (+2)

CHA 12 (+1)

Save Throws: Str +7. Con +6

Skills: Athletics +7, Intimidation +4, Perception +5, Religion +4

Senses: passive Perception 15

Languages: Common, Draconic, Giant

Challenge: 5 (1 xp)

Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.Tiamat's Blessing of Retribution.When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Skills: Perception +3

Senses: darkvision 60 ft., passive Perception 13

Languages: --

Challenge: 2 (450 xp)

Keen Smell. The carrion crawler has advantage on Wisdom(Perception) checks that rely on smell.

Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,

Actions

Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Chasme Large fiend (demon), chaotic evil 6 2,300 xp

Save Throws: Dex +5, Wis +4, Cha +25

Skills: Perception +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: blindsight 10ft.,dark vision 120ft. passive perception 15

Languages: Abyssal, telepathy 120ft.

Challenge: 6 (2,300 xp)

Drone. The chasme produces a horrid droning sound towhich demons are immune. Any other creature that starts itsturn with in 30 feet of the chasme must succeed on a DC 12Constitution saving throw or fall unconscious for 10 minutes.A creature that can't hear the drone automaticall y succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours .

Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects.

Spider Climb. The chasme can climb difficult surfaces,including upside down on ce ilin gs, without needing to make an ability check.

Actions

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft ., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts unti l the creature finishes a long rest or until it is affected by a spell like greater restoration .

Chuul Large aberration, chaotic evil 4 1,100 xp

Armor class
16 (natural)

Hit points
93 (11d10+33)

Speed
30ft., swim 30 ft.

STR 19 (+4)

DEX 10 (0)

CON 16 (+3)

INT 5 (-3)

WIS 11 (0)

CHA 5 (-3)

Skills: Perception +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., PP14

Languages: understands Deep Speech but can't speak

Challenge: 4 (1,100 xp)

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.,,

Actions

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Darkmantle Small monstrosity, unaligned 1/2 100 xp

Armor class
11

Hit points
22 (5d6+5)

Speed
10ft., fly 30ft.

STR 16 (+3)

DEX 12 (+1)

CON 13 (+1)

INT 2 (-4)

WIS 10 (0)

CHA 5 (-3)

Skills: Stealth +3

Senses: blindsight 60ft., passive Perception 10

Languages: --

Challenge: 1/2 (100 xp)

Echolocation. The darkmantle can't use its blindsightwhi le deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.,

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 + 3) bludgeoning damage, and the dark mantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefitfrom any bonus to its speed, and it moves with the ta rget.A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the dark mantle can detach itselffrom the target by using 5 feet of movement.

Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the dark mantle maintains concentration, up to 10 min utes (as if concentrating on a spell). Darkvision can't penetrate this darkness , and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Actions

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120ft ., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Skills: Stealth +4

Senses: darkvision 120 ft. passive Perception 7

Languages: Dwarfish, Undercommon

Challenge: 1/4 (50 xp)

The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take a delight in tormenting others--even their own kind.

Ferro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.

Insanity. The ferro has advantage on saving throws against being charmed or frightened.

Magic Resistance. The terror has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the ferro has disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.,,

Actions

Hooked Shortspeak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage. if the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Displacer Beast Large monstrosity, laweful evil3 700 xp

Armor class
13 (natural armor)

Hit points
85 (10d10 +30)

Speed
40ft

STR18 (+4)

DEX15 (+2)

CON16 (+3)

INT6 (-2)

WIS12 (+1)

CHA8 (-1)

Senses: darkvision 60ft, PP 11

Languages:

Challenge:3 (700 xp)

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attakc, this trait is disrupted until the end of its next turn. This trait is also dirupted while the displacer beast is incapacitaded or has a speed of 0.,,

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

Skills: Deception +6, Insight +3

Condition Immunities: charmed

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Shapechanger.The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.Surprise Attack.If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.,

Actions

Multiattack. The doppelganger makes two melee attacks.Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) bludgeoning damage.Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Dragonclaw medium Humanois, neutral evil 1 200 xp

Armor class
14 (leather armor)

Hit points
16 (3d8+3)

Speed
30 ft.

STR 9 (-1)

DEX 16 (+3)

CON 13 (+1)

INT 11 (0)

WIS 10 (0)

CHA 12 (+1)

Save Throws: Wis +2

Skills: Deception +5, Stealth +5

Senses: passive Perception 10

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragon Fanatic.The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.Fanatical Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.Pack Tactics.The dragonclaw has advantage on an attack roll against a creature if at least one of the Dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.,,

Save Throws: Str. +6, Con +4

Senses: darkvision 60ft., passive Perception +12

Languages: Common, Bullywug, Draconic, Elvish, Goblin, Sylvan

Challenge: 3 (700 xp)

Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:Cantrips (at will): fire bolt, prestidigitation, shocking grasp1st level (4 slots): longstrider, magic missile, shield, thunderwave2nd level (2 slots): magic weapon, misty stepWar Magic.When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can take a bonus action to teleport it to his hand.

Actions

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Drow Medium humanoid (elf), neutral evil 1/4 50 xp

Armor class
15 (chain shirt)

Hit points
13 (3d8)

Speed
30 ft.

STR 10 (0)

DEX 14 (+2)

CON 10 (0)

INT 11 (0)

WIS 11 (0)

CHA 12 (+1)

Skills: Perception +2, Stealth +4

Senses: darkvision 120,passive perception 12

Languages: Elvish, Undercommon

Challenge: 1/4 (50 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate Spellcasting. The drew's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:At will: dancing lights 1/day each: darkness,faerie fireSunlight Sensitivity. While in sunlight, the drow hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.,

Actions

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1 d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitutio.n saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

Armor class
16 (scale mail, shield)

Hit points
26 (4d8+8)

Speed
25 ft.

STR 14 (+2)

DEX 11 (0)

CON 14 (+2)

INT 11 (0)

WIS 10 (0)

CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive perception 10

Languages: Dwarfish, undercommon

Challenge: 1 (200 xp)

Duergar Resilience. The duergar has advantage on savingthrows against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute,the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Elk Large beast, unaligned 1/4 50 xp

Armor class
10

Hit points
13 (2d10+2)

Speed
50 ft.

STR 16 (+3)

DEX 10 (0)

CON 12 (+1)

INT 2 (-4)

WIS 10 (0)

CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Charge.If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Ettercap Medium monstrosity, neutral evil 2 450 xp

Skills: Perception +3, Stealth +4, Survival +3

Senses: darkvision 60 ft., passive Perception 13

Languages:

Challenge: 2 (450 xp)

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense.While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.Web Walker.The ettercap ignores movement restrictions caused by webbing.,,

Actions

Multiattack.The ettercap makes two attacks: one with its bite and one with its claws.Bite.Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit:6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Claws.Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit:7 (2d4 + 2) slashing damage.Web (Recharge 5-6).Ranged Weapon Attack:+4 to hit, range 30/60 ft., one Large or smaller creature. Hit:The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Ettin Large giant, chaotic evil 4 1,100 xp

Armor class
12 (natural)

Hit points
85 (10d10+30)

Speed
40 ft.

STR 21 (+5)

DEX 8 (-1)

CON 17 (+3)

INT 6 (-2)

WIS 10 (0)

CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft., PP14

Languages: Giant, Orc

Challenge: 4 (1,100 xp)

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with itsbattleaxe and one with its morningstar.

Damage Immunities: fire, poison

Senses: darkvision 60 ft., PP 10

Languages: Ignan

Challenge: 5 (1,800 xp)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at thestart of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Senses: darkvision 60 ft., passive Perception 11

Languages: any languages it knew in life

Challenge: 4 (1,100 xp)

Ethereal Sight. The ghost can see 60 feet into the EtherealPlane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through othercreatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn in side an object.,,

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and viae versa, yet it can't affect or be affected by anything on the other plane.Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One humanoid that the ghost can seewithin 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost, the ghost then disappears, and the target is inca pacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect li ke the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Ghoul Medium undead, chaotic evil 1 200 xp

Armor class
12

Hit points
22 (5d8)

Speed
30 ft.

STR 13 (+1)

DEX 15 (+2)

CON 10 (0)

INT 7 (-2)

WIS 10 (0)

CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant Centipede Small beast, unaligned 1/4 50 xp

Armor class
13 (natural armor)

Hit points
4 (1d6+1)

Speed
30 ft., climb 30 ft.

STR 5 (-3)

DEX 14 (+2)

CON 12 (+1)

INT 1 (-5)

WIS 7 (-2)

CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

,

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit:4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Fire Beetle small beast, unaligned 0 10 xp

Armor class
13 (natural)

Hit points
4 (1d6+1)

Speed
30 ft.

STR 8 (-1)

DEX 10 (0)

CON 12 (+1)

INT 1 (-5)

WIS 7 (-2)

CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages: --

Challenge: 0 (10 xp)

A giant fire beetle is a nocturnal creature that takes itsname from a pair of glowing glands that give off light.Miners and adventurers prize these creatures, for agiant fire beetle's glands continue to shed light for 1d6days after the beetle dies. Giant fire beetles are mostcommonly found underground and in dark forests.

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Amphibious.The frog can breathe air and water.Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Rocktopus Large Beast, unaligned 1 200 xp

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: --

Challenge: 1 (200 xp)

Camouflage. The octopus has advantage onDexterity (Stealth) checks.,

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Giant Spider Large beast, unaligned 1 200 xp

Armor class
14 (natural Armor)

Hit points
26 (4d10+4)

Speed
30 ft., climb 30 ft.

STR 14 (+2)

DEX 16 (+3)

CON 12 (+1)

INT 2 (-4)

WIS 11 (0)

CHA 4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1 (200 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker.The spider ignores movement restrictions caused by webbing.,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Web (Recharge 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Vulture Large beast, neutral evil 1 200 xp

Armor class
10

Hit points
22 ((3d10 + 6))

Speed
10 ft., fly 60 ft.

STR 15 (+2)

DEX 10 (0)

CON 15 (+2)

INT 6 (-2)

WIS 12 (+1)

CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Peak Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

,

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Gorgon Large monstrosity, unaligned 5 1,800 xp

Skills: Perception +4

Condition Immunities: petrified

Senses: darkvision 60 ft., PP 14

Languages:

Challenge: 5 (1,800 xp)

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.,,

Petrifying Breath (Recharge 5-6). The gorgon exhalespetrifying gas in a 30-foot cone. Each creature in that areamust succeed on a DC 13 Constitution saving throw. On afailed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Gray ooze Medium ooze, unaligned 1/2 100 xp

Armor class
8

Hit points
22 (3d8+9)

Speed
10 ft., climb 10 ft.

STR 12 (+1)

DEX 6 (-2)

CON 16 (+3)

INT 1 (-5)

WIS 6 (-2)

CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.Corrode Metal.Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative äšÍ1 penalty to damage rolls.If its penalty drops to äšÍ5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.,

Actions

Pseudopod. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative äšÍ1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Actions

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Skills: Perception +4, Stealth +6

Damage Immunities: lightning

Condition Immunities: blinded, prone

Languages: Grell

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target isMedium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon.

Damage Immunities: force, necrotic, poison

Languages: understands the languages of its creator but can't speak

Challenge: 4 (1 xp)

Magic Resistance.The helmed horror has advantage on saving throws against spells and other magical effects.Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.,

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.,

Actions

Multiattack.The hobgoblin makes two greatsword attacks.Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.Hit:9 (2d6 + 2) piercing damage.Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.Leadership (Recharges after a Short or Long Rest).For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

Armor class
18 (chain mail, shield)

Hit points
11 (2d8+2)

Speed
30 ft.

STR 13 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 10 (0)

WIS 10 (0)

CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Reactions:Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage.

Knight Medium humanoid (any race), any alignment 3 700 xp

Save Throws: Con +4, Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The knight makes two melee attacks.Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit:10 (2d6 + 3) slashing damage.Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit:5 (1d10) piercing damage.Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

ReactionsParry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Kobold Small humanoid (kobold), lawful evil 1/8 25 xp

Armor class
12

Hit points
5 (2d6-2)

Speed
30 ft.

STR 7 (-2)

DEX 15 (+2)

CON 9 (-1)

INT 8 (-1)

WIS 7 (-2)

CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,

Kuo-toa Monitor Medium humanod (kuo-toa), neutral evil 1 200 xp

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks andsaving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.,,

Actions

Multiattack. The kuo-toa makes one bite attack and twounarmed strikes.

Kuo-toa Whip Medium humanod (kuo-toa), neutral evil 1 200 xp

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks andsaving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Langdedrosa Cyanwrath medium Humanoid, lawful evil 4 1 xp

Armor class
17 (splint)

Hit points
57 (6d12+18)

Speed
30 ft.

STR 19 (+4)

DEX 13 (+1)

CON 16 (+3)

INT 10 (0)

WIS 14 (+2)

CHA 12 (+1)

Save Throws: Str +6, Con +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: lightning

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1 xp)

Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Merrow Large monstrosity, chaotic evil 2 450 xp

Armor class
13 (natural)

Hit points
45 (6d10+12)

Speed
10 ft., swim 40 ft.

STR 18 (+4)

DEX 10 (0)

CON 15 (+2)

INT 8 (-1)

WIS 10 (0)

CHA 9 (-1)

Senses: darkvision 60 ft., PP12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Minotaur Skeleton Large undead, lawful evil 2 450 xp

Armor class
12 (natural)

Hit points
67 (9d10+18)

Speed
40 ft.

STR 18 (+4)

DEX 11 (0)

CON 15 (+2)

INT 6 (-2)

WIS 8 (-1)

CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands Abyssal but can't speak

Challenge: 2 (450 xp)

Damage Vulnerabilities: bludgeoning

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.,

Skills: History +5, Religion +5

Senses: darkvision 60 ft., PP14

Languages: the languages that it knew in life

Challenge: 15 (13,000 xp)

Damage vulnerabilities: fire

Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse.If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on thesaving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lordmagically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

Otyugh Large aberration, neutral 5 1 xp

Save Throws: Con +7

Senses: darkvision 120 ft., passive Perception 11

Languages: Otyugh

Challenge: 5 (1 xp)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Owlbear Large monstrosity, unalinged3 700 xp

Armor class
13 (natural armor)

Hit points
59 (7d10 + 21)

Speed
40ft

STR20 (+5)

DEX12 (+1)

CON17 (+3)

INT3 (-4)

WIS12 (+1)

CHA7 (-2)

Skills: Perception +3

Damage Resistances: darkvision 60ft, PP 13

Languages:

Challenge:3 (700 xp)

Keen Sight and Smell. The owlbear has advantage on WIS (Perception) checks that rely on sight or smell.,

Actions

Multiattack. The owlbear makes thwo attacks: one with its beak and one with its claws.

Skills: Perception +5

Senses: passive Perception 15

Languages: understands Common and Elvish but can't speak

Challenge: 2 (450 xp)

Dive Attack.If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.Flyby.The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.Keen Sight and Smell.The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.,

Pharblex Spattergoo Medium humanoid (bullywug), chaotic evil 3 700 xp

Save Throws: Str +4, Con +6

Skills: Perception +5, Religion +2, Stealth +3

Senses: passive Perception 15

Languages: Common, Bullywug

Challenge: 3 (700 xp)

Amphibious. Pharblex can breathe air and water.Poison Strike (3/Day).Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:Cantrips (at will): druidcraft, guidance, poison cloud1st level (4 slots): cure wounds, entangle, healing word, thunderwave2nd level (3 slots): barkskin, beast sense, spike growth3rd level (3 slots): plant growth, water walk Standing Leap.As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.,

Damage Immunities: necrotic, poison

Senses: darkvision 60 ft., passive Perception 10

Languages: can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Invisibility. The poltergeist is invisible.,,

Actions

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

Priest Medium humanoid (any race), any alignment 2 450 xp

Armor class
13 (chain shirt)

Hit points
27 (5d8+5)

Speed
25 ft.

STR 10 (0)

DEX 10 (0)

CON 12 (+1)

INT 13 (+1)

WIS 16 (+3)

CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence.As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:Cantrips (at will): light,sacred flame, thaumaturgy1st level (4 slots): cure wounds,guiding bolt, sanctuary2nd level (3 slots): lesser restoration, spiritual weapon3rd level (2 slots): dispel magic, spirit guardians,,

Skills: Perception +3, Stealth +4

Senses: blindsight 10 ft., darkvision 60 ft., PP 13

Languages: understands Common and Draconic but can't speak

Challenge: 1/4 (50 xp)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can magicallycommunicate simple ideas, emotions, and imagestelepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Quaggoth Medium humanoid (quaggoth), chaotic neutral 2 450 xp

Armor class
13 (natural)

Hit points
45 (6d8+18)

Speed
30ft., climb 30ft.

STR 17 (+3)

DEX 12 (+1)

CON 16 (+3)

INT 6 (-2)

WIS 12 (+1)

CHA 7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 10

Languages: Undercommon

Challenge: 2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, thequaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Reactions Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

Revenant Medium undead, neutral 5 1,800 xp

Armor class
13 (leather armor)

Hit points
136 (16d8 + 64)

Speed
30 ft.

STR 18 (+4)

DEX 14 (+2)

CON 18 (+4)

INT 13 (+1)

WIS 16 (+3)

CHA 18 (+4)

Save Throws: Str+7, Con+7, Wis+6, Cha+7

Damage Resistances: necrotic, psychic

Damage Immunities: poison

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.,,

Actions

Multiattack. The revenant makes two fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Rezmir Medium humanoid (half-black dragon), neutral evil 7 2 xp

Armor class
13 (15 with Black Dragon Mask)

Hit points
90 (12d8+36)

Speed
30 ft.

STR 18 (+4)

DEX 16 (+3)

CON 16 (+3)

INT 15 (+2)

WIS 12 (+1)

CHA 14 (+2)

Save Throws: Dex +6, Wis +4

Skills: Arcana +5, Stealth +9

Damage Immunities: acid

Condition Immunities: charmed, frightened

Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 11

Languages: Common, Draconic, Infernal, Giant, Netherese

Challenge: 7 (2 xp)

Special Equipment. Rezmir has the Black Dragon Mask,Hazirawn, and an insignia of claws (see appendix C for all items).Amphibious. Rezmir can breathe air and water.Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.Draconic Majesty.While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).Immolation.When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.,,

Actions

Greatsword (Hazirawn). Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.Caustic Bolt. Ranged Spell Attack:+8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.Acid Breath (Recharge 5-6 ). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Rezmir has the following legendary action options, some of which expend more than one action when taken:2 Actions. A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. 1 Action. Rezmir makes one melee attack. 1 Action. Rezmir takes the Hide action.

Roper Large monstrosity, neutral evil 5 1 xp

Armor class
20 (natural armor)

Hit points
93 (11d10+33)

Speed
10 ft., climb 10 ft.

STR 18 (+4)

DEX 8 (-1)

CON 17 (+3)

INT 7 (-2)

WIS 16 (+3)

CHA 6 (-2)

Skills: Perception +6, Stealth +5

Senses: darkvision 60 ft., passive Perception 16

Languages:

Challenge: 5 (1 xp)

False Appearance.While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.,,

Actions

Multiattack.The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit:The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.Reel.The roper pulls each creature grappled by it up to 25 feet straight toward it.

Rug of Smothering Large construct, unaligned 2 450 xp

Armor class
12

Hit points
33 (6d10)

Speed
10 ft.

STR 17 (+3)

DEX 14 (+2)

CON 10 (0)

INT 1 (-5)

WIS 3 (-4)

CHA 1 (-5)

Damage Immunities: poison, psychic

Languages:

Challenge: 2 (450 xp)

Antimagic Susceptibility.The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.Damage Transfer.While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.False Appearance.While the rug remains motionless, it is indistinguishable from a normal rug.,,

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit:The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Scout Medium humanoid (any race), any alignment 1/2 100 xp

Armor class
13 (leather armor)

Hit points
16 (3d8+3)

Speed
30 ft.

STR 11 (0)

DEX 14 (+2)

CON 12 (+1)

INT 11 (0)

WIS 13 (+1)

CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: passive Perception 15

Languages: any one language (usually Common

Challenge: 1/2 (100 xp)

Keen Hearing and Sight.The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,,

Skills: Stealth +2

Damage Resistances: cold, fire

Damage Immunities: lightning

Condition Immunities: blinded, deafened, exhaustion

Languages:

Challenge: 5 (1 xp)

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack.The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) bludgeoning damage.Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy, 120 ft.

Challenge: 3 (700 xp)

Actions

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Damage Immunities: necrotic, poison

Senses: darkvision 60 ft., passive Perception 10

Languages: understands all languages it knew in life but can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight Sensitivity.While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,,

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit:10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Damage Immunities: necrotic, poison

Senses: darkvision 60 ft., passive Perception 10

Languages: can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft. , one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

Cunning Action.On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.Sneak Attack (1/Turn).The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.,

Stirge Tiny beast, unaligned 1/8 25 xp

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

,,

Actions

Blood Drain. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature. Hit:5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Senses: darkvision 120 ft., passive Perception 10

Languages: understands the languages of its creator but can't speak

Challenge: 10 (5 xp)

Immutable Form.The golem is immune to any spell or effect that would alter its form.Magic Resistance.The golem has advantage on saving throws against spells and other magical effects.Magic Weapons.The golem's weapon attacks are magical.,,

Actions

Multiattack.The golem makes two slam attacks.Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:19 (3d8 + 6) bludgeoning damage.Slow (Recharge 5-6).The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Senses: darkvision 60 ft., PP 15

Languages: Abyssal, Common, Infernal, telepathy 60 ft.

Challenge: 4 (1,100 xp)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw,ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effectreduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Swarm of Insects Medium swarm of Tiny beasts, unaligned 1/2 100 xp

Armor class
12 (natural armor)

Hit points
22 (5d8)

Speed
20 ft., climb 20 ft.

STR 3 (-4)

DEX 13 (+1)

CON 10 (0)

INT 1 (-5)

WIS 7 (-2)

CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.,

Actions

Bites. Melee Weapon Attack:+3 to hit, reach 0 ft., one target in the swarm's space. Hit:10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Damage Resistances: bludgeoning, piercing, slashing

Senses: darkvision 60ft., passive Perception 8

Languages: --

Challenge: 1 (200 xp)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Keen Smell.The swarm has advantage on Wisdom (Perception) checks that rely on smell.Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit:7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens Medium swarm of Tiny beasts, unaligned 1/4 50 xp

Armor class
12

Hit points
24 (7d8-7)

Speed
10 ft., fly 50 ft

STR 6 (-2)

DEX 14 (+2)

CON 8 (-1)

INT 3 (-4)

WIS 12 (+1)

CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Senses: PP 15

Languages:

Challenge: 1/4 (50 xp)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.,,

Troglodyte Medium humanoid (troglodyte), chaotic evil 1/4 50 xp

Skills: Stealth +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Troglodyte

Challenge: 1/4 (50 xp)

Chameleon Skin.The troglodyte has advantage on Dexterity (Stealth) checks made to hide.Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature s immune to the stench of all troglodytes for 1 hour.Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,

Troll Large giant, chaotic evil 5 1 xp

Skills: Perception +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 xp)

Keen Smell.The troll has advantage on Wisdom (Perception) checks that rely on smell.Regeneration.The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.,,

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1 xp)

Regeneration.The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire Weaknesses.The vampire has the following flaws:Forbiddance.The vampire can't enter a residence without an invitation from one of the occupants.Harmed by Running Water.The vampire takes 20 acid damage when it ends its turn in running water.Stake to the Heart.The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack.The vampire makes two attacks, only one of which can be a bite attack.Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit:6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vampire Medium undead (shapechanger), lawful evil 13 10 xp

Armor class
16 (natural armor)

Hit points
144 (17d8+68)

Speed
30 ft.

STR 18 (+4)

DEX 18 (+4)

CON 18 (+4)

INT 17 (+3)

WIS 15 (+2)

CHA 18 (+4)

Save Throws: Dex +9, Wis +7, Cha +9

Skills: Perception +7, Stealth +9

Senses: darkvision 120 ft., passive Perception 17

Languages: the languages it knew in life

Challenge: 13 (10 xp)

Shapechanger.If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.Legendary Resistance (3/Day).If the vampire fails a saving throw, it can choose to succeed instead.Misty Escape.When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.Regeneration.The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire Weaknesses.The vampire has the following flaws:Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.Harmed by Running Water.The vampire takes 20 acid damage if it ends its turn in running water.Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire isincapacitated in its resting place, the vampire is paralyzed until the stake is removed.Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.Unarmed Strike (Vampire Form Only). Melee Weapon Attack:+9 to hit, reach 5 ft., one creature. Hit:8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit:7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.Charm.The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.Children of the Night (1/Day).The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. Move.The vampire moves up to its speed without provoking opportunity attacks.Unarmed Strike.The vampire makes one unarmed strike. Bite (Costs 2 Actions).The vampire makes one bite attack.

Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .

Warhorse Large beast, unaligned 1/2 100 xp

Armor class
11

Hit points
19 (3d10+3)

Speed
60 ft.

STR 18 (+4)

DEX 12 (+1)

CON 13 (+1)

INT 2 (-4)

WIS 12 (+1)

CHA 7 (-2)

Senses: PP 11

Languages:

Challenge: 1/2 (100 xp)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.,,

Actions

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Damage Immunities: poison

Senses: blindsight 30ft., passive Perception 10

Languages: understand Aquan but doesn't speak

Challenge: 3 (700 xp)

Invisible in Water. The water weird is invisible while fullyimmersed in water.

Water Bound. The water weird dies if it leaves the water towhich it is bound or if that water is destroyed.,

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., onecreature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.

Skills: Perception +2, Stealth +4

Senses: darkvision 60 ft. (rat form only), passive perception 12

Languages: Common (can't speak in rat form)

Challenge: 2 (450 xp)

Shapechanger. The wererat can use its action to polymorphinto a rat-humanoid hybrid or into a giant rat, or back into itstrue form, which is humanoid. Its statistics, other than itssize, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The were rat has advantage on Wisdom(Perception) checks that rely on smell.,,

Actions

Multiattack (Humanoid or Hybrid Form Only). The were ratmakes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercingdamage. If the target is a humanoid, it must succeed on aDC 11 Constitution saving throw or be cursed with were ratlycanthropy.

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks ortwo longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Damage Immunities: lightning, poison

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Actions

Consume Life.As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.Ephemeral.The will-o'-wisp can't wear or carry anything.Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Variable Illumination.The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Winged Kobold Small humanoid (kobold), lawful evil 1/4 50 xp

Armor class
13

Hit points
7 (3d6-3)

Speed
30 ft., fly 30 ft.

STR 7 (-2)

DEX 16 (+3)

CON 9 (-1)

INT 8 (-1)

WIS 7 (-2)

CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,

Wolf Medium beast, unaligned 1/4 50 xp

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (50 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ,,

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wyvern Large dragon, unaligned 6 2 xp

Armor class
13 (natural armor)

Hit points
110 (13d10+39)

Speed
20 ft., fly 80 ft.

STR 19 (+4)

DEX 10 (0)

CON 16 (+3)

INT 5 (-3)

WIS 12 (+1)

CHA 6 (-2)

Skills: Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages:

Challenge: 6 (2 xp)

Actions

Multiattack.The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit:11 (2d6 + 4) piercing damage.Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit:11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Skills: Deception +5, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Common, Draconic

Challenge: 3 (700 xp)

Shapechanger.The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.Innate Spellcasting (Yuan-ti Form Only).The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:At will: animal friendship (snakes only)3/day: suggestionMagic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.Malison Type.The yuan-ti has one of the following types:Type 1:Human body with snake headType 2:Human head and body with snakes for armsType 3: Human head and upper body with a serpentine lower body instead of legs,,